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    @LDodds: You're thinking along the right lines, but I see a few mistakes that might be causing this.. Setting cutoff to 0 is a bit overkill, though, and might cause issues. Set it to 1 if you want to be sure. With the kinds of height differences you have it could of course be much higher. An immediate problem I see is that you only add the unit to the Pawn Actor Array and not the Pawn Array (I know this is a bit confusing, so I will be merging the two in a later update). Also, make sure to also remove the unit from the index it is leaving for both arrays. After you have moved it you would probably have to run Activate Unit for the unit again also.

    @antsonthetree: Hi there! I've indeed made quite a few improvements, and I am still planning to add a lot more. The toolkit can generate a grid map on top of any arrangement of meshes. The only thing you need to make sure is that only meshes that are walkable block the PathTrace channel. If you do this with Dungeon Architect and make sure to run the dungeon generation before the Grid Manager is activated it should hopefully work just like that. You need to make sure that the grids of Dungeon Architect and ATBTT line up, though.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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      Hey there, thank you thats made it work perfectly
      I was worried the system wouldnt allow me to do what I wanted and I would have to stay grounded or let my units run up walls :P
      As I should be removing array items before the teleport, im assuming I should be readding after the teleport instead of the current set array elem, which in this case would now set nothing.
      As usual I appreciate the work you do and would love to hear feedback from you sometime on my current build, though I understand your very busy

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        Glad it worked! I'd love to check out your build some time, but I am extremely busy these days, so any feedback I could provide would be very superficial. Work should slow down quite a bit by mid-March, when I am done with data collection for my PhD. After that I can hopefully begin to have most night off, meaning I'll have more time for working on the toolkit again, including providing more in-depth assistance.
        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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          Extra enquiry to my previous issue though I fear I know the answer.
          I wanted to have height advantages to combat in my game, so if you got up into a roof you could attack a unit below and it really assits your attack.
          However when moving between levels the grid itself only allows you to interact with the level your on.
          Would there be a way to attack a unit thats on the ground below you? Or would it be less to do with the grid and more hard valued.
          e.g. Click, if enemy unit, if can attack, attack- regardless of the grid

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            Hi, I have a little question concerning the 2D game exemple : Will it be possible to create a fallout-like with it ? (fallout 1 & 2) With isometric sprites and tilesets in a hexagonal grid.
            In any case, thank you for your work, it's amazing !

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              @LDodds: Sorry again for the late reply. I've been busy doing research (playing XCOM 2 :P ). Height advantages should be very easy to do. Just compare the z values of the Vector Field Array for the indexes of the attacker and the target. It should already be possible for your units to attack units on tiles below them. Try placing a unit with a long range on one a higher level and send me a screenshot of its tiles in range. I don't see a reason why it should not work out of the box.

              @SD_Tohrak: I've thought about this quite a bit, though I haven't done any serious testing. It should hopefully be as simple as setting the camera to orthographic at the appropriate angle. I have found a tutorial video for setting up an isometric camera in UE4, though I haven't watched it yet since I'm at work. After quickly jumping though it I think it contains all you need, though:

              https://www.youtube.com/watch?v=hEn7USk54p4

              In other news I've played a lot of XCOM 2 lately, which is incredibly fun and recommended to any fans of turn based strategy. XCOM: Enemy Unknown was my main inspiration when I first started working on the toolkit, and playing its predecessor is giving me a ton of ideas on how to improve the toolkit. Having become so intimate with turn based mechanics I'm looking at the game in a completely different way than other games. I can spend ages zooming in and out and moving my mouse cursor behind meshes to see how they have implemented occlusion problems, spline generation, pathfinding etc. The game does have quite a few bugs at the moment, and every now and then something pops up that is identical to problems I've had with ATBTT in the past, making me realize we must have implemented some features in similar ways. I'm sure those of you who have used my toolkit for a while will have similar experiences, and feel a sense of closeness to the developers. Very enlightening and most of all fun! I cannot recommend it enough.
              The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                Thank you, I will try this when the update is out.

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                  I've been avoiding XCom 2, I suspect my productivity will drop to zero if I allow myself to buy it. Is it still built with Unreal like the first one?

                  A quick question Monokkel: Have you thought about how we can implement flying units now we have multi-level grids? Is it feasible to force grids out into open space? I think there was a requirement in the previous versions of the kit to have a mesh or landscape with physics to act as the ground and force the grid to spawn, but I've not yet had a chance to inspect the latest version. (EDIT - Because, I think, the new version's not yet out!)
                  On the forum, Kev will do.

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                    Yeah, XCOM 2 is sapping my productivity at the moment, but I think it is a net gain in inspiration and motivation.

                    Flying units is something you can do in a number of different ways, and I cannot think of a good "standard" implementation that would work for any game. Multi-level grids certainly opens up new possibilities for implementing flying units, but it all depends on what you have in mind. It is certainly possible to have invisible grid cells above ground that only become selectable when you have selected a flying unit, if that is what you are considering. I think such a feature might quickly become confusing to players, though, so you would have to think hard on the best way add this.

                    The update is indeed not out yet. I sent it to Epic a long time ago, and though I am used to them being slow, I think there is another reason why they are being particularly slow in this case. I sent them my new update for UE4.10 at roughly the same time as I sent my UE4-11 Preview update, and I think this might have confused them into thinking I had only made the update for 4.11.

                    Since 4.11 is right around the corner I don't think I will bother pushing Epic too hard on this. This way the 4.10 version will always be available for download, and because of the big changes I've made in my 1.5 version for how edges are implemented I think it will be useful for people who begun using the toolkit early to have a version with the old edge array system readily available. This means that my update will be out when UE4.11 is out, as Epic will have to update my toolkit in any case.
                    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                      I'll have a play around when the update is out, I understand what you mean about confusing the player. I've got so much to learn in Blender that I've concentrated on that over the past few months, waiting for the multi-level grids before I got seriously familiar with ATBTT.
                      On the forum, Kev will do.

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                        Hey there sorry it took me a while to reply, here is a screenshot of what I mean.
                        The units move distance was over 60 for debugging but possibly/probably due to some height limitation

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                          @kevdotward: Just to be clear, the update with multi-level grids is not ready and has not been sent to Epic. The one I have sent them is the one with an overhauled edge array, touch support, improved AI ++. It will still be some time before multi-level grids are ready, though it will take much less time than my previous update, as most of the features are pretty far along already.

                          @LDodds: I see. I though you meant tiles in sight range for attacking with ranged units. The ones in the screenshot are tiles in move range, right? You want to display what tiles can be reached when the teleporter is taken into account? For tiles in move range you will not be able to go from one height to another one if the two levels are separated by impassable edges and you are simply teleporting them from one to the other. Problems like this one is one of the reasons I changed the edge array. In the 1.5 update any tile can be set to be connected to any other tile on the grid, which makes adding teleportation easier (though you would still have to add the sudden location change of the moving unit yourself).
                          The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                            Hey Monokkel!

                            Still loving this kit, it is amazing. However I am having trouble with my current project.

                            Basically I need to split the turns into phases - movement, ranged, melee, and other however I cannot figure out how to set a specific order to do things let alone split it into seperate parts of a turn. Wondering if you could point me in the right direction.

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                              since you're busy I know you love being spammed with ideas. So a friend gave me an idea for a create I'm working on. I've got a tentacle monster with 3 arms erupting from the ground and each will have their own personality. I'm all for modularity so my hope was being able to have multiple variations based on color and things they hold. Example is one arm hold an axe/hammer while the others just flail around empty handed. So the issue though is for different personalities each version will need to be reanimated. The idea was giving the ability to add additional skeletal actors into a enemy pawn. They all pay attention to the attack,idle and death events but they can all have their own animation related to that.

                              So that said, I was looking in the Unit_Enemy_Melee and was wondering if there is a way for multiple skeletal meshes to plug into the Get Anim Instance portions of the bp? Or am I asking for too much customization? Again, thanks for all the replies and updates, I"m slowly being able to make my game to a prototype level based on all the stuff you're doing!!

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                              Example of 3 tentacle arms and being to place 3 separate skeletal meshes with unique anims to help make it a more modular and unique enemy
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                                @tamaster92: The easiest way to do this is probably to add a new enum ATBTT_PlayerController (containing "movement", "attack" and "other"). The enum should default to "movement" and be set to "attack" or "other" when the appropriate actions have been resolved. If the player clicks an empty tile that would normally result in it moving to that tile you should check the enum to see if it set to "movement" first. Same with the enum set to "attack" and resolving the attacks nodes. You could also add branches in the "activate unit" part of ATBTT_PlayerController so that Pathfinding is only run if the enum is set to "movement" and Find Tiles in Range only when it is "attack". Try to do something like this and let me know if you run into any problems.

                                @Jopel: Animation isn't my strong suit and the animation system in the toolkit is pretty bare bones, but I think it should be fairly easy to add what you are asking. As long as they have the same animation blueprint it should be very easy, as you can just loop through all the skeletal meshes. If their animation blueprints are different you will need to call each of them in turn. Here is something I have quickly thrown together that works well, though you would need to modify it a bit if you do not want all animations to fire in synchrony:

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                                I also added a simple addition to the receive damage event so that one of the meshes is killed each time damage is received (just for fun):

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                                Look at the little guys go:

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                                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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